Table 2. Research variables.

Latent Variable Operational Definition Questionnaire Item No. Source
Perceived Usefulness (PU) The usefulness that users perceived in the gamified interactive movie The gamified operation interface is convenient. PU1 D. F. Davis [30]DavisVenkatesh [43]Hyunsik Choi [44]
Watching the interactive movie allows me to pass time or relieve stress. PU2
The gamified interaction brings me into the story quickly and allows me to concentrate. PU3
Perceived Ease of Use (PEOU) The simplicity and clarity of method of application The changes in the progress bar and favorability in the interactive movie allow me to know the game process clearly. PEOU 1 D. F. Davis [30]DavisVenkatesh [43]Hyunsik Choi [44]
I can watch the video anytime and anywhere. PEOU 2
The gamified operation procedure is greatly simple and clear. PEOU 3
Perceived Enjoyment (PE) Users feel joyful or interesting using a specific system The rich interactive rules entrust the story with unknown newness. PE1 Hamari JJ, SarsaHKoivisto [45]FInocencio [46]
The interactive forms become richer as the unfolding story; different rules make me enjoyable. PE2
To achieve the objective of protecting the Buddha head, I want to conquer the constraints barriers during the process. PE3
I feel bored during the process. PE4
Remote Perception (RP) The realistic experience users feel via design factors like image and sound using a specific system In the story, the master is fighting with the Japanese invaders deadly, I seem to experience the intense scene personally and feel an extraordinarily strong sense of reality. RP1 Hoffman D. L.T.PNovak [20]
The interactive movie is nicely produced with a strong sense of pictures. RP2
The interactive movie is with good playability and interactive design. RP3
The interactive movie allows me to feel emotion changes (happy, nervous, angry, etc.). RP4
Interactivity (I) Users produce interactive behaviours during the experience The interactive movie is provided with convenient social sharing channels. I1 Ou CXPA, Davison R MPavlou [47]Duan Feifei, Zhai Shanshan [48]
The interactive movie is provided with abundant social modules between users (online interaction, unlocked story display, favorability display, etc.). I2
I can choose my preset conception and modify the following plot according to the clues. I3
User Satisfaction Experience (US) Users have positive or negative subjective judgments or behaviour trends for the gamified interactive movie The time-limited operating mode makes me feel contented. US1 Seongho Lee [49]Da-Wn Jung [50]D. F. Davis [30]DavisVenkatesh[43]
I can trigger different subsequent clues with different operations, the unknown is interesting. US2
I feel enjoyable after the application. US3
Flow Experience (FE) Users produce concentrated, enjoyable mental states watching the gamified interactive movie I need to give order immediately for dramatic twists and intense situations, I am so concentrated that lost selfconsciousness. FE1 D.L. NovakHoffman [51]ChengYung-Ming [52]
I am curious about the unlocked plots and want to unlock other storylines. FE2
The rich interaction mechanism entrusts the plot with massive unknown newness, I am immersive and feel time flies. FE3
Reuse Intention (RU) Users produce frequent watching behaviour for the gamified interactive movie and the usage intention will last to the future I want to recommend to my friends this interactive movie. RU1 BhattacherjeeA [53]D. F. Davis [30]Da-Wn Jung [50]
I want to try different options to unlock more subline stories. RU2
The gamified operation interface is convenient. RU3